The active base of computer and printer users is declining

The world is shrinking, at least in terms of the share of adults using computers and printers. While both the computer and printer industries have enjoyed a growth-oriented mentality for decades, that orientation has slowed. Accepting this reality means that technology marketers need to orient towards replacement markets where users are focused on replacing or enhancing the technology they have. Also, it means that fewer users are first-time or new to technology. Instead, the base of users has experience that is deepening and lengthening. This MetaFAQs reports on the penetration of computers and printers among online adults in the US, Germany, UK, Japan, and China from 2021 through 2023. Report [TUP_doc_2023_0921_decl] in TUP Lenses: PCs; Printers

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Replacement versus growth markets

The dynamics of replacement markets are very different from those dominated by 1st-time buyers or others that primarily include users holding onto their technology. Each technology product is in its unique phase of adoption, with very different positions for smartphones, computers, tablets, and smartwatches.

This TUPdate details consumers’ purchase intentions in the US, Germany, the UK, and Japan. The products analyzed include computers, tablets, smartwatches, printers, and others. For each product category, the analysis splits users into four categories: replacing or adding to what they have, 1st-time buyers, those actively using the technology without plans to update it, and the uninvolved.

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UK tech buyers freshen up while China’s elites delay

The global landscape has witnessed significant shifts in consumer purchasing behavior due to the impact of the pandemic and broader economic changes. This transformation extends to the acquisition of tech products such as smartphones, computers, tablets, and game consoles. With the rapid transition to remote work, many individuals proactively invested in personal computing devices to enhance their productivity, rather than relying on their employers for equipment provision.

Conversely, individuals facing reduced working hours or economic uncertainty opted to postpone their tech purchases. On a global scale, the mean age of a technology user’s primary device has exhibited relative stability, averaging at 2.1 years old over the past five years. However, a closer examination reveals notable variations across different countries.

The affluent and highly educated among China’s population has consistently maintained access to the latest tech devices. Nevertheless, a recent delay in 2023 has cast uncertainty on their leading position, potentially aligning them with the global average in the near future. In contrast, consumers in the UK, who initially deferred tech device purchases, have demonstrated a two-year consecutive uptick in acquisitions. Consequently, their average device age now ranks second among surveyed countries.

Meanwhile, online adults in Germany and Japan have displayed a penchant for holding onto their primary devices longer compared to their international counterparts. These nuanced trends offer valuable insights for technology marketers, researchers, analysts, and industry professionals seeking to navigate evolving consumer preferences and market dynamics. Report [TUP_doc_2023_0824_year] in TUP Lenses: Devices; PCs; Mobile Phones; Tablets

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Home entertainment activities among online Americans

Having fun is one of the main activities for which online Americans use their connected devices – smartphones, home computers, or tablets. In the time prior to and since Covid, there has been a shift in which devices online Americans mostly use for entertainment.

This MetaFAQs reports on the percentage of online Americans who regularly use their connected devices for entertainment activities, showing the four-year trend from 2019 through 2022 and drilling down into generational age groups and device types: smartphone, home computers, and tablets.

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Gaming trends and user profile

Online adults are deeply engaged in various forms of entertainment, particularly gaming. Over half of American adults use their connected devices for playing games, watching videos, and listening to music, like online adults worldwide. Despite temporary disruption due to the pandemic, the game-playing rate bounced back and grew gradually, indicating its popularity as a staple pastime. This is based on our TUP/Technology User Profile 2022 survey of 13,641 online adults across the US, Germany, UK, Japan, and China, as well as similarly-sized waves from 2019.

Nevertheless, the usage of specialized gaming equipment like game consoles, gaming PCs, or VR headsets has remained limited. Sony, Nintendo, and Microsoft’s Xbox remain the global market leaders in consoles, each resonating with specific demographic groups and geographical locations. Gaming activities are part of the regular life of most online adults and span all age groups, with younger generations showing a particularly high adoption rate of newer technologies.

Despite a strong focus on gaming, more online adults use their devices for other entertainment activities like watching videos or streaming music. The global demand for gaming, whether casual or immersive, remains substantial, offering growth opportunities. With Apple recently entering the VR/AR/MR headset market, the industry is primed for potential expansion beyond its niche focus. Manufacturers may need to reconsider their current gaming-focused strategies to seize emerging opportunities effectively and broaden their market reach.

This TUPdate looks into the trend around game-playing with connected devices (smartphones, computers, tablets, game consoles), and the use of specialized game equipment (gaming PCs, game consoles). It profiles game-players by their age generation groups, household composition, and presence of children.

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Long-term home notebook/laptop trends and current user profile

From 2014 to 2022, there’s been a noticeable shift in device usage among online Americans. Although overall computer usage declined from 89% to 70%, the usage of notebook computers remained steady. While desktop computer usage dropped from 74% to 45%, smartphone usage rose from 64% to 87%, signifying a consistent demand for mobile solutions. Interestingly, despite the surge in smartphone usage, notebook computers maintain their active presence. Generational changes in notebook usage also occurred, with boomers increasing their usage before and tapering after the pandemic, while the Silent + Greatest Generation raised their usage from 28% in 2014 to almost 40% before the pandemic, gently reducing it to 35% in 2022. Millennials maintained the highest usage rates nearly every year.

On a global scale, Apple has the largest share in the active home notebook base, followed by HP and Lenovo. In the U.S., Apple again leads the pack with the highest share. The average age of home notebook users skews slightly older than the average online adult, with Japan hosting the oldest users. Gen Z adults show the lowest usage rate across the U.S., Germany, U.K., and Japan, with most home notebook users falling into the millennial, Gen X, or boomers/Silent generations. Regarding brand and age, Apple has the youngest users globally, while HP has the oldest. Moreover, brands have no significant effect on home notebook activities, with the top three activities being identical across all major brands.

This TUPdate looks at the penetration levels of notebooks/laptops from 2014 to 2022 as well as smartphones and other computer form factors. It profiles users of home notebook/laptop users by their demographics, purchase recency, and activities.

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Brief profile of Americans regularly playing games using connected devices

Fun is a major pastime for most, but not all, American adults using connected devices. Whether they use a game console, gaming PC, regular computer, tablet, or mobile phone, most Americans regularly play immersive or other games.

This TUPdate briefly profiles Americans who regularly play immersive/video or other games, detailing their age, gender, employment status, presence of children, life stage, and use of game-specific devices such as a VR headset.

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